The targets do not take burning damage for catching on fire until their next turn, and each target can attempt a Reflex saving throw to put out the fire before being damaged each round.

You must choose to use this feat before making an attack roll or before your targets attempt their saving throws. This feat has no effect on spells that neither allow a saving throw nor require an attack roll.

Goblin , Disable Device 1 rank. When you confirm a critical hit you may instead deal normal damage and grant the next ally to hit the same creature with a melee attack an automatic critical hit.

Channel energy in a ray instead of a burst. You can willingly allow spirits to possess you, trading a taste of your life for their knowledge and abilities.

Domain class feature, channel energy class feature, must worship and receive spells from a deity. See feat for additional details.

Cha 13, Perform any 1 rank, bardic performance or raging song. When you create undead, they gain one teamwork feat you know as a bonus feat, though they gain its benefits only when cooperating with you or with other undead that you have created.

If you control undead with the Command Undead feat or a spell like command undead , they likewise gain one teamwork feat you know as a bonus feat as long as they remain under your control.

Intelligent undead gain no benefit from this feat. Knowledge local 5 ranks, half-elf. Damage yourself to fight off a charm or compulsion.

Able to cast remove disease or the ability to cure disease with a mercy, channel positive energy class feature. If an undead creature successfully saves against your channeled energy, this duration is reduced to 1 round for that creature.

Immunity to positive energy negates this ability. Creatures not healed by positive energy receive no benefit. Grant an ally a competence bonus on next attack roll against a chosen enemy.

Channel energy can be used to control undead. Handle Animal 1 rank, own a figurine of wondrous power. Use your figurine of wondrous power as your animal companion or familiar.

Basic Harmony , Perform keyboard, percussion, sing, string, or wind 10 ranks, bardic performance or raging song. As a standard action , you may expend one round of bardic performance to boost the effectiveness of the bardic performance of an ally within 60 feet who also has this feat.

Until the beginning of your next turn, if that ally uses a bardic performance that allows a saving throw, increase that saving throw DC by 2.

Perform act or Perform dance 3 ranks, human. Upon successful feint , you may force opponent to accept an object. Gain bonuses on diving into water and swimming deep underwater; hold your breath for longer than normal.

When using bardic performance , allies deal 1d6 extra sonic damage. As a swift action , you can deal 1d8 points of nonlethal damage to yourself as you pop your joints from their sockets, making yourself more flexible though suffering incredible pain.

Ability to cast augury or divination , CL 3. Wisdom 13, alignment must match that of your worshiped deity. Once per day as a swift action , you can ponder whether or not your deity would approve or disapprove of a particular course of action, and whether that action would impact your alignment.

For every 3 ranks you have in Knowledge religion , you can use this ability an additional time per day, to a maximum of 6 times a day. Knowledge religion 5 ranks, Use Magic Device 5 ranks.

Sacrifice a spell to force an enemy to reroll a successful attack against your ally. Cha 13, Knowledge religion 5 ranks. Gain a bonus equal to your Charisma bonus on a saving throw.

Echoes of the First World. Knowledge nature 2 ranks, gnome subtype. Tiefling , darkness racial spell-like ability. When flanking with another ally who has this feat, make an eclipse strike to blind a target.

Maintain concentration as a swift action with an illusion. Your eidolon is capable of serving as a combat-trained mount. Blind-Fight , Improved Initiative.

Whenever you attack from total concealment provided by a magical source such as the displacement or invisibility spells , the first attack roll you make each round that is a critical threat is automatically confirmed as a critical hit.

Summoned monster gains a 1-point eidolon evolution. Con 15, Clarity of Pain. Select one of the following metamagic feats: By accepting 1 point of burn, you can alter your kinetic blast as if using the selected metamagic feat.

You gain a familiar , as the wizard arcane bond class feature. You do not gain the special ability the familiar normally grants its master, and the familiar does not gain the deliver touch spells, scry on familiar, share spells, speak with animals of its kind, or spell resistance special abilities.

Your familiar gains all the normal abilities available to a familiar of a wizard with a level equal to your total HD.

You also gain the special ability normally gained by a master of your type of familiar. Ability to acquire a familiar. Int 13, have a familiar.

You retain your empathic link to your familiar regardless of distance, though lead blocks the link at distances greater than 1 mile similar to the way lead blocks detect magic effects.

Bardic performance class feature, Halfling Jinx trait. A creature under the effect of your fascinate ability has a —2 penalty on its save against your jinx.

You can use darkness three times per day as a spell-like ability. Fiendish Darkness , darkness spell-like ability , CL 3, tiefling. Using the darkness spell-like ability in this way expends all three uses of it for the day, and it cannot be used if fewer than three uses of it remain for that day.

Tiefling , must be taken at 1st level. Choose different racial abilities from normal for Tiefling. Dex 13, evasion class feature, tiefling. Choose one of the following energy types that you have resistance to: If you are a sorcerer and possess the Rakshasa bloodline or Shadow bloodline , treat your Charisma score as 2 points higher for all sorcerer class abilities.

If this sneak attack inflicts bleed damage, the victim of the sneak attack is sickened by the pain and has its natural armor bonus if any reduced by a number of points equal to the number of sneak attack dice you possess.

These penalties persist as long as the bleed damage persists. Change wandering hex with a swift action. Shadow jump shadowdancer class feature.

When you travel between shadows using the shadow jump ability, the minimum increment that you can jump is 5 feet, allowing you to split your shadow jumps into 5-foot increments instead of foot increments.

In addition, your shadow jump ability counts as the ability to cast dimension door for the purpose of meeting the prerequisites of the Dimensional Agility feat as well as any feat that lists that feat as a prerequisite.

Use wild empathy to intimidate and expand the creatures it can affect. Speak with burrowing animals as spell-like ability. Group Deliver Touch Spells.

Group Shared Spells , have a familiar with the share spells and deliver touch spells abilities. This feat otherwise functions as the share spells ability.

Have a familiar with the share spells ability. May use Wisdom modifier for attack rolls with favored weapon.

Whenever you are in a settlement that is the size of small town or larger, you can purchase but not sell items through your contacts.

When you attack with a firearm , you do not provoke attacks of opportunity. May create, repair, and restore firearms.

Your possessed hand can painlessly pull free of your body or reattach itself, leaving you with a bloodless but raw-looking stump at the end of one arm while the hand itself performs remote tasks under your command, acting in many ways like a strange familiar.

When within 10 ft. When within 50 ft. Heal 5 ranks, delayed bomb alchemist discovery. Implant a bomb in a willing or helpless creature.

Improved Dirge of Doom. Ability to perform dirge of doom. Dirge of doom expands to 60 feet and can cause fear up to frightened.

Improved Dirge of Doom, ability to perform dirge of doom. Your dirge effects linger and can cause fear up to panicked.

Improved Duck and Cover. When you use Duck and Cover , an ally with evasion or improved evasion takes some of the damage. Wizard level 9th Learn plane shift as a 5th-level spell and identify planes more easily Light Gravity Acclimation Dex 13, Acrobatics 3 ranks.

Creatures damaged by your ranged and melee weapon attacks have a chance to contract disease , as though they were damaged with your disease -spreading natural weapon.

Aasimar , daylight spell-like ability. Whenever you cast your daylight spell-like ability , you do so as if your CL were one higher.

Whenever an enemy successfully counters or dispels your daylight spell-like ability , you and any allies within a foot radius gain darkvision 60 feet for a number of rounds equal to your character level.

Gain lesser version of favored terrain class feature. Gain a cohort and followers. Leadership , membership in the same organization as cohort.

Additionally, your cohort is treated as though she possessed the same teamwork feats you do for the purpose of determining whether you receive a bonus from your teamwork feats.

If you and your cohort belong to one of the organizations listed in this section, your cohort gains the practiced leadership benefit associated with your organization.

Cha 13, bardic performance , elf or half-elf. Gain benefits to bardic performance in forests and against fey. Learn a single ranger trap.

Goblin , rage class feature. If someone reads or writes in your presence you may activate your rage ability for one round for free.

If you have been prone since the end of your last turn, the penalty on Perception checks for others to notice you increases by 1 for every 20 feet between you and the observer, to a maximum increase of 5 at feet.

You can become the target of an attack directed against an adjacent ally who has this feat. Cha 13, Knowledge planes 3 ranks.

Hero point might not be spent when you use one to reroll or grant yourself a bonus. You may roll saving throw for an ally once per day.

Evil eye witch hex, Halfling Jinx trait. When a creature fails a save against your evil eye hex, add the effect of your jinx to the effect of the hex.

Cha 13, draconic or elemental bloodline. Surround yourself with an element associated with your bloodline to gain resistance against its energy and deal damage to attackers.

Bluff 1 rank, Sleight of Hand 1 rank. Its user interface is divided into three main parts: If you have installed the Cheatbook-Database , you will be able to update your Cheatbook Database directly.

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Additionally, when you gain a magic bonus on a ranged attack roll , you can deal sneak attack damage to a target that has concealment but not total concealment as long as the attack otherwise qualifies to deal sneak attack damage.

The maximum number of sneak attack dice you can use in this way is equal to the value of your magic bonus on attack rolls. Trade smite evil damage for bonus on combat maneuver checks.

Animal companion or mount class feature. Use Diplomacy or Intimidate to goad creatures. You can expend a prepared arcane spell or available arcane spell slot to give your jinx target a penalty on its jinx save equal to the level of the expended spell or spell slot.

Sometimes that solid surface is a creature. Goblin , bardic performance class feature. You can sing in goblin so your bardic performance inspire courage ability does not affect those who do not understand goblin.

Gain use of a 1st-level cleric domain ability. Use lay on hands once per day. Channel positive energy class feature, Improved Channel.

When you use your Turn Undead feat, undead failing their saving throw are engulfed in holy fire. This functions identically to catching on fire, but the damage dealt is divine like the divine damage from flame strike rather than fire.

Water cannot extinguish this holy fire, but any negative energy effect that heals the creature of at least 5 points of damage extinguishes the flames instantly.

Bless Equipment , CL 9, channel energy. Reduce the number of uses of channeled energy you must expend to bless a piece of equipment using Bless Equipment and Align Equipment decreases by one to a minimum of one.

The duration of your equipment blessings doubles and as a standard action you may bless up to two pieces of equipment with a single blessing, expending uses of channeled energy as if you had only blessed one item.

Knowledge planes 3 ranks, must worship an empyreal lord. Gain a special ability or resistance for an empyreal lord after performing a ritual. Gain 4 serpent-fire ki points for chakras, attempt one save to maintain chakras, and gain lingering benefits.

If you fail the Fortitude saving throw to maintain your awakened chakras, you take only half the normal damage.

Inquisitor levels count as cleric levels for channeling damage. Channel energy in a ray instead of a burst. You can willingly allow spirits to possess you, trading a taste of your life for their knowledge and abilities.

Domain class feature, channel energy class feature, must worship and receive spells from a deity. See feat for additional details.

Cha 13, Perform any 1 rank, bardic performance or raging song. When you create undead, they gain one teamwork feat you know as a bonus feat, though they gain its benefits only when cooperating with you or with other undead that you have created.

If you control undead with the Command Undead feat or a spell like command undead , they likewise gain one teamwork feat you know as a bonus feat as long as they remain under your control.

Intelligent undead gain no benefit from this feat. Knowledge local 5 ranks, half-elf. Damage yourself to fight off a charm or compulsion.

Able to cast remove disease or the ability to cure disease with a mercy, channel positive energy class feature. If an undead creature successfully saves against your channeled energy, this duration is reduced to 1 round for that creature.

Immunity to positive energy negates this ability. Creatures not healed by positive energy receive no benefit. Grant an ally a competence bonus on next attack roll against a chosen enemy.

When using bardic performance , allies deal 1d6 extra sonic damage. As a swift action , you can deal 1d8 points of nonlethal damage to yourself as you pop your joints from their sockets, making yourself more flexible though suffering incredible pain.

Ability to cast augury or divination , CL 3. Wisdom 13, alignment must match that of your worshiped deity. Once per day as a swift action , you can ponder whether or not your deity would approve or disapprove of a particular course of action, and whether that action would impact your alignment.

For every 3 ranks you have in Knowledge religion , you can use this ability an additional time per day, to a maximum of 6 times a day.

Ability to cast 1st-level spells, favored terrain class feature. Your spells are more potent in your favored terrain. Echoes of the First World.

Knowledge nature 2 ranks, gnome subtype. Tiefling , darkness racial spell-like ability. When flanking with another ally who has this feat, make an eclipse strike to blind a target.

Maintain concentration as a swift action with an illusion. Your eidolon is capable of serving as a combat-trained mount. Blind-Fight , Improved Initiative.

Whenever you attack from total concealment provided by a magical source such as the displacement or invisibility spells , the first attack roll you make each round that is a critical threat is automatically confirmed as a critical hit.

Summoned monster gains a 1-point eidolon evolution. Con 15, Clarity of Pain. Select one of the following metamagic feats: By accepting 1 point of burn, you can alter your kinetic blast as if using the selected metamagic feat.

Bluff 1 rank, Knowledge local 1 rank, member of an underclass. Use your lore to gain attack and damage bonus against a single creature.

Dex 15, Careful Sneak, Stealth 6 ranks. Use Stealth without penalty from most armor. Caster level 7th, mental focus class feature. Add your Wisdom modifier to the number of minutes per day you can use animal focus.

Bane is extended a number of rounds equal to your Wisdom. Any scrying spell you cast lasts twice as long as normal, as if it were cast as an extended spell with the Extend Spell metamagic feat.

Additionally, when you cast a scrying spell with a casting time of 10 minutes or longer, that casting time is halved.

Channeling Variance or variant channeling ability, channel energy class feature. Three times per day, you can apply the modifications of this variant channel energy , reducing the damage dealt or healing performed by your channeled energy as normal.

You cannot apply more than one variant channeling ability to your channeled energy at once. Any racial spell-like ability , outsider.

Increase the save DC of a racial spell-like ability by 2 when near an ally with this feat and the same spell-like ability.

You gain a familiar , as the wizard arcane bond class feature. You do not gain the special ability the familiar normally grants its master, and the familiar does not gain the deliver touch spells, scry on familiar, share spells, speak with animals of its kind, or spell resistance special abilities.

Your familiar gains all the normal abilities available to a familiar of a wizard with a level equal to your total HD. You also gain the special ability normally gained by a master of your type of familiar.

Ability to acquire a familiar. Int 13, have a familiar. You retain your empathic link to your familiar regardless of distance, though lead blocks the link at distances greater than 1 mile similar to the way lead blocks detect magic effects.

Bardic performance class feature, Halfling Jinx trait. A creature under the effect of your fascinate ability has a —2 penalty on its save against your jinx.

You can use darkness three times per day as a spell-like ability. Fiendish Darkness , darkness spell-like ability , CL 3, tiefling.

Using the darkness spell-like ability in this way expends all three uses of it for the day, and it cannot be used if fewer than three uses of it remain for that day.

Tiefling , must be taken at 1st level. Choose different racial abilities from normal for Tiefling. Dex 13, evasion class feature, tiefling.

Choose one of the following energy types that you have resistance to: If you are a sorcerer and possess the Rakshasa bloodline or Shadow bloodline , treat your Charisma score as 2 points higher for all sorcerer class abilities.

Heal hit points when dealing fire damage to the enemy. Spellcraft 5 ranks, ability to cast bard spells, ability to cast at least one arcane fire spell from another class.

Replace bard spell damage with fire damage, summoned monsters gain fire attacks. If this sneak attack inflicts bleed damage, the victim of the sneak attack is sickened by the pain and has its natural armor bonus if any reduced by a number of points equal to the number of sneak attack dice you possess.

These penalties persist as long as the bleed damage persists. Change wandering hex with a swift action. Shadow jump shadowdancer class feature.

When you travel between shadows using the shadow jump ability, the minimum increment that you can jump is 5 feet, allowing you to split your shadow jumps into 5-foot increments instead of foot increments.

In addition, your shadow jump ability counts as the ability to cast dimension door for the purpose of meeting the prerequisites of the Dimensional Agility feat as well as any feat that lists that feat as a prerequisite.

Use wild empathy to intimidate and expand the creatures it can affect. Speak with burrowing animals as spell-like ability.

Group Deliver Touch Spells. Group Shared Spells , have a familiar with the share spells and deliver touch spells abilities.

This feat otherwise functions as the share spells ability. Have a familiar with the share spells ability. May use Wisdom modifier for attack rolls with favored weapon.

Whenever you are in a settlement that is the size of small town or larger, you can purchase but not sell items through your contacts.

When you attack with a firearm , you do not provoke attacks of opportunity. May create, repair, and restore firearms.

Your possessed hand can painlessly pull free of your body or reattach itself, leaving you with a bloodless but raw-looking stump at the end of one arm while the hand itself performs remote tasks under your command, acting in many ways like a strange familiar.